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Psyringe
ill.
careful that the formula for determining the defending ship doesn't get too complex. It will be needed many, many times.
ot while not adding *that* much additional fun. Edit: I finally found the postings I was referring to above. They were hidden in this Link thread (postings no. #17 and #18).
exian pictures with Elerians, without changing the description, would make Elerians about one meter in height?
orale). Hmm, I'm undecided whether I like it but it *is* a working system that eliminates the need for a food factor.
mines"), and mines of increasing power and/or range (due to more powerful modules). These "mine field bases" could make a powerful defense line if used correctly. But again, making these ideas up is easy. Teaching the AI is the hard part.
* difficult to teach the AI to handle them well. In MoO1 and MoO2 (both of which had many special systems), it was very easy to build ships based on special systems that the AI just couldn't cope with.
hs" that are tied to rare special resources. However the big hurdle is to teach the AI to evaluate and use those correctly.
maximize profit with trade, there indeed isn't much strategy involved at the moment; this could be improved imho.
*deleted* (double post, sorry)
k have a profound history of listening to beta testers and fans.
who have "beaten the game" already and look for new challenges.
aware that I'm oversimplifying here; also this is to a high degree a matter of personal taste.
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This sounds like an elegant solution well worth exploring.
ery hard to put the beta out in time. And I'm waiting for the beta quite eagerly, so I'd fully understand when there's no time for forum improvements right now.
ave to invest more research points.
incredibly lazy when it comes to UIs and I always hunt for possibilities to save clicks. ).
ought about that in advance.
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